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General Barron

Test ecp config

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Okay, no one get excited or anything, because this isn't a new version of ECP or anything big like that. What I have done is made a few minor changes to some basic 'man' class config items. They are some small steps towards making the game's AI more realistic.

Grab it here.

  My hope is that you will try this config out on missions that you already have played and know very well. That way, you will be able to notice the differences in the way the AI acts (see the changes below). Let me know what you think.

Note: You need the dynamic range ECP addons to use this config.

To use: Simply BACKUP your old ECP config.bin, and replace it with this new one.

Here is what I have done:

biggrin_o.gif Made footsteps louder, especially in terrain such as forests, sand and gravel. The result is you can now hear it when a squad of men are running through the forest. Made other sounds louder too, such as crawling, falling dead, and throwing a grenade.

biggrin_o.gif Increased formation spacing from 5 meters to 10 meters. Now one grenade can't kill most of a squad (that is why in real life formations are spread out at least 10 meters between each man). Would have made spacing 15 meters, but formation became too extended with full squads, especially in areas of limited visibility.

biggrin_o.gif Increased the perception abilities of men. This is the biggest and most important change. The AI can now hear better and see further. Enemies will now spot and engage opponents from longer distances, just like we human players have been doing all along.

*NEW*

wow_o.gif Added a noticable 'wobble' to your aim. Standing gives the most wobble, and prone the least. Similar to what it looks like when you are injured or tired. This also has an impact on the AI's ability to aim, without the need of high dispersion weapons.

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We are working on that at the ECP. It will come in due time, along with some other major overhauls and improvements. For now though, I'm testing this stuff out, to possibly be included in later versions.

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Quote[/b] ]Increased the perception abilities of men. This is the biggest and most important change. The AI can now hear better and see further. Enemies will now spot and engage opponents from longer distances, just like we human players have been doing all along.

I'm afraid i dont agree with u sad_o.gif  

AI already spots enemies pretty well, and if using correct behaviour and correct waypoint, it is engages as well. So you just increased difficulty level biggrin_o.gif Who sad that it is bad? me not! i dont try to find easy ways! however i smell that few ppl will begin to cry ghostface.gif

Edit: tried it! first impresssion - pretty cool! I played my 2 beloved missions: steat the car and clean sweep. I have completed this missions million times? but now i got new breathe smile_o.gif Now i can hear how this bastard crawl and hear how his body hits the dirt half mile away ghostface.gif

Then clean sweep. Mission became bit more difficult. first time i lost all my squad. then got couple of bullets into chest and grenade for Dessert crazy_o.gif

Exellent work m8! BTW did u increase bullets' sound? Because i feel now when i need to keep my head low tounge_o.gif

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The first step in making OFP's Enemys a bit realistic would be to give em "realistic" configured weapons and not the Crap BIS ones

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Guest

Hmm... I don't hear the grenade explosions anymore with it?! Are there two versions of DynRan available??

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Locke@Germany, you should think twice before posting such things mad_o.gif

If you dont like what BIS made then dont play OFP anymore mad_o.gif

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Locke@Germany, you should think twice before posting such things  mad_o.gif

If you dont like what BIS made then dont play OFP anymore  mad_o.gif

The Crap BIS Weapons got the same balistics , same engagementranges and same rate of fire

they are using even the same ammo, so by defining new ammo

you can easy change the way the AI acts with weapons

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Locke@Germany, you should think twice before posting such things mad_o.gif

If you dont like what BIS made then dont play OFP anymore mad_o.gif

WHAT!?

No matter what you think of BIS, the the weapons are CRAP compared to some others that are out. Fact.

"then don't play OFP anymore", that's just...absurd! I don't understand how you're thinking at all.

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what you are talking about now is S-P-A-M! i've been enjoing YoUr cRaP biS weapons for almost three years already. And will enjoy! nevermind what yOu say. Remember Retaliation campaign? they didnt use any yOUr new super ultra addons, but campaign was brilliant. BTW, yOUr nEw suPeR ulTrA weapons with their high quality are causing LAG!

How could they have same engagement ranges? first engage snipers then machinegunners then others. It's pretty realistic, no?

Quote[/b] ]they are using even the same ammo

wow_o.gif lol! how could it be then?

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what you are talking about now is S-P-A-M!

...what? Do you even know the meaning of the word?

OK, you enjoy BIS weapons (and apparently have a 5 year old computer), Locke does not, that doesn't mean that Locke should "stop playing OFP". I can't believe I'm having this conversation.

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These are some specs of the Weapons you are enjoying so much

AR's maxrange = 250m  tounge_o.gif

MG's maxrange = 450m  tounge_o.gif

Large MG's (.50cal) = 500m  

tounge_o.gif

Realistic would be

AR's = 350 - 500m

MG's up to 800m

Large MG's up to 1200m

Makes OFP whole new game Playing whith these Settings

smile_o.gif

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me too cant believe we have this conversation! We are talking O-F-F T-O-P-I-C-!!!

We are supposed to discuss new ECP config, but not sweet BIS weapons smile_o.gif

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This smells like topic locked biggrin_o.gif

I think that the BIS weapons are allright for when the game came out. Nowdays they are way outdated, and is many addons around with better textures, sounds, models and configurations that performe just aswell in my PC.

I can't stand the sounds, and this is just for starters, but even so, BIS made an exelent job for what they had.

Whe OFP2 come out we will be seing something very different.

Back on topic.

I don't been using ECP sense the second update came out, and I stoped using GMR at about the same time, but I think I'll rearrange my mod folders and try this configuration.

Thanks General Barron, most appreciated.

@CERO.

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**Increased formation spacing from 5 meters to 10 meters. Now one grenade can't kill most of a squad (that is why in real life formations are spread out at least 10 meters between each man). Would have made spacing 15 meters, but formation became too extended with full squads, especially in areas of limited visibility.

**Increased the perception abilities of men. This is the biggest and most important change. The AI can now hear better and see further. Enemies will now spot and engage opponents from longer distances, just like we human players have been doing all along.

Very nice!

I especially enjoy the second one (the increased AI abilities)!  tounge_o.gif

The increased formation spaces are good work, too. It's annoying if your whole squad gets killes by only one grenade. Or if you are able to kill an ai patrol with only one handgrenade/rifle-grenade.

Quote[/b] ]**Made footsteps louder, especially in terrain such as forests, sand and gravel. The result is you can now hear it when a squad of men are running through the forest. Made other sounds louder too, such as crawling, falling dead, and throwing a grenade.

I agree with the forest and gravel -terrain, but sand? Afaik you wouldn't hear anyone running on sand. That should be really silence. Sand deadens the sound of steps really good.

Anyway, great work Baron!

Mfg MEDICUS

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The AI being able to see you further away is all well and good, but only if they react properly afterwards. If they have spotted you, and you haven't spotted them, they are going to try and sneak closer and ambush you.

Unfortunately with the current AI this isn't possible, they will just go prone and shoot randomly in your general direction with thier stupidly high accuracy.

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Thanks for the replies, guys.

Quote[/b] ]The first step in making OFP's Enemys a bit realistic would be to give em "realistic" configured weapons and not the Crap BIS ones

I agree. BIS weapons are WAY too accurate (especially from standing) and way too little recoil, in general. Don't worry, we're going to work on that little bit too smile_o.gif.

However, I don't want to see a huge argument erupt here over this kinda stuff. If you have fired an m16 or similar rifle from standing, you would know that it is pretty difficult to hit targets that are a couple hundred meters away. Even harder with all that gear/armor on. But in OFP, your aim never shakes, making such feats easy. The only way to compensate is to up the dispersion. Recoil should be upped too for many weapons. Anyway, that isn't the discussion right now, but thoughts and feedback on the subject is still welcome (just no arguing >sad_o.gif ).

Quote[/b] ]I agree with the forest and gravel -terrain, but sand? Afaik you wouldn't hear anyone running on sand. That should be really silence. Sand deadens the sound of steps really good.

You may have a point there. I'll have to put on my boots and go running up and down the beach just to be sure ::). Basically I 'eyeballed' all the sound volumes, so of course I may have made judgment errors on certain things. But that is why I posted it for feedback smile_o.gif

Quote[/b] ]The AI being able to see you further away is all well and good, but only if they react properly afterwards. If they have spotted you, and you haven't spotted them, they are going to try and sneak closer and ambush you.

I agree, OFP's AI have fairly limited brainpower. Give it a little credit though; the AI actually do flanking menuevers, and they will have a guy (the squad leader) stay in position to cover the rest of the squad. But usually you kill them before you can even see how they react smile_o.gif

Anyway, the first step towards better AI is to take their blinders off. To let them see and hear as far as you the player can. That is what I am toying with here.

The next step will come to the ECP in due time. We are working on some AI improvement scripts to make the AI smarter with better tactics. But before we can make them react better to the enemy, we need to make them see the enemy better.

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That is true, but the annoying accuracy of the AI is going to make long range sight a bit of a nuisance until that can all be sorted out. I really like the way the recoil is in the FDF mod, and it'd be great if ECP had something similar, or maybe just optional, high recoil or normal recoil.

I really like the footsteps thing though, that's a great idea and it makes things more realistic when you can hear a squad moving through a forest or something. Only problem is with that is that special forces are going to be trained to make almost zero noise, so that's going to reduce realism a bit there, while also knocking it up. Is there anyway to define how loud a units footsteps are by what unit it is?

I do give the AI a bit of credit, I mean they have slight intelligence they just seem to overuse the prone position and have no realisation of danger.

Keep at it though, I'd love to see a major AI overhaul in ECP with added realism in things like recoil and accuracy. Also the tactics they use, only firing when necessary, trying to ambush, reacting quicker. It could make OFP a lot deeper and more atmospheric as well when you hear that squad approaching from behind you.

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Quote[/b] ]Only problem is with that is that special forces are going to be trained to make almost zero noise, so that's going to reduce realism a bit there, while also knocking it up. Is there anyway to define how loud a units footsteps are by what unit it is?

Yes and no. I can make footsteps quieter for blackops and spetznats (default BIS units), but most addons inherit from the "man" class, not the "blackop" class (which itself inherits from the "man" class). So most likely, 3rd party addons, SF or not, would use the louder, default footsteps sounds.

Good idea though; I will likely reduce the noise for atleast the BIS blackops and spetsnatz.

Quote[/b] ]I really like the way the recoil is in the FDF mod, and it'd be great if ECP had something similar, or maybe just optional, high recoil or normal recoil.

Like I said, we are going to work on more realistic weapon dispersion/recoils. We will most likely add yet another config (including replaced BIS models, reconfiged weapons, and my changes I'm testing here), so people can choose which one they want.

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I have a question. I found a way to add units to your config, but are the updates made into the bullets or built into th AI itself. Need to know if I could equip them with the Marine Assault Pack Weapons and Textures

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Not sure what updates you are referring to, but no, none of the changes are in the weapons, magazine or bullet configs. All of the changes are under the base "man" class, so you shouldn't have any problems using the MAP models and weapons.

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If u implement FDF's handshake it would be gr8! And it's probably would increase difficulty level smile_o.gif

As far as i remember, CSLA used some firedipression script to make AI's fire inaccurate at long distances. However i noticed some problem with it: when you put dozens of machinegunners (CSLA's MGs have really fast fire rate smile_o.gif) and they start fire, my PC almost frezes sad_o.gif Because this script is used on EVERY bullet in the air it really loads CPU sad_o.gif

So plz if u make AI's fire inaccurate - use FDF's method. At least it not LAGGING.

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@General Barron

"If you have fired an m16 or similar rifle from standing, you would know that it is pretty difficult to hit targets that are a couple hundred meters away"

I'm in the National Guard and i dont have a problem hitting targets at 200meters away standing. Hell i can hold my m16 in one hand extended from the body and fire it. It doesnt have much recoil at all alteast to me maybe if you get a 3'9 person with a kids body you'd gete recoil like the fdf mods but a normal 6'+ person doesnt have much of a recoil problem. and i do believe ofp's soldiers are modeled on a 6ft scale. Anyways Just figured i would throw in my 50 cents on the whole recoil issue.

Sincerely,

BlackDeath

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heh, looks like we got rembo here (and plz dont take it offencive smile_o.gif)

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